Siege Lines

I find that when I play as Veruna on a 4+ player map, I end up Defensive virtually the entire time. This, of course, requires that I utilize the terrain as much as possible to take into account approach vectors for enemy waves. Those areas I then try to bottleneck. Failing that, I create some redoubts of 3-5 watch towers, 2-3bastions, a lighthouse and 1-2 mortars. With walls, of course. During the construction, I come under attacks, so a small horde of mostly ranged troops are on hand to protect the builders.

To ensure the most rapid production of fortifications, I will often halt all other production and load several builders on one structure until complete. Once a single threatened frontier is thusly shored up, I will either stage an offensive from that point, or I will leave a small custodial force while I engage the bulk of my forces on another flank to remove an enemy there.

Once a flank is opened up, I when have the option of spilling out and therefore lengthening my frontier, or redirecting against the other foes who, no doubt, will have been battering me throughout.

Now, that doesn't take into account any naval action, simple what I might do in a land-dominated map....

I'm sorry... Was that English? Zombie... Swamping? With two or three of my redoubts, as well as some support troops, I can hold off quite a bit. Granted, this is versus the buffed up AI, it's still a CPU player.

That's not so much an AI as it is a priority build list, saying which units to build in what ratio. Years ago, a fella named... blast... WhiteThunder or somesuch came up with a true AI that took into account pathfinding, distance to ranged targets, and so forth. But then, ya know, the TAK community died.

well the demo ai was deadly and the Quell ai is only deadly with veruna

The DEMO AI was deadly because it had only to choose between tier 1 units which could spam with good effectiveness. Also, if you take into account that both Aramonian and Verunan Catapults have great range, the AI could theoretically take down any amount of Watch Towers, Caged Deamons, Guard Towers and Death Totems, which were the only available defensive structures. That made Demo AI able to tear down the defenses of a human opponent, so a Demo AI assault was indeed a threat you had to deal with at TA:K Demo. Ironically, despite their vulnerability towards Catapults, tier 1 towers were a pretty effective defense when massively placed on a small area of the map (something which also the Demo AI was usually doing, since it hadn't any other defensive options to choose from), giving the illusion that the Demo AI knew how to build a steady defense too! So, we had an AI which "knew" how to both attack & defend with great effectiveness, something you rarely see in modern RTSes, lol!!! XD

I might have to have a look at that. Years ago, I tweaked a version of the game to only provide Teir1 for all of the races. Why? Because I liked the relatively large numbers involved. And I was testing a race I never quite finished. C'est la vie.